pandabear7413's Recent Forum Activity

  • Well that certainly answers my question! I guess I could have tried that before overthinking it. Thanks!

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  • I'm just starting out on a platformer and I'm currently using a single Audio object to handle all audio for my game. However, it's becoming difficult to manage the timing of all the different audio (player voice, enemy's voice, sound effects) with the single Audio object. Is there a best practice for how many Audio objects can/should be used in a game? Should I try to use just one, or should I have separate ones for the player, each enemy, sound effects, music, etc?

    Thanks

  • Sorry it took so long to respond (had just left for vaca) but this worked like a charm - thanks!

  • I want to play a punch sound on specific animation frames. If I use the following, I get an echo effect because C3 plays the sound once every 1/60th of a second that the animation frame is playing:

    I can do the following, which will prevent the sound from playing again until it has completed playing:

    However, this wont work as I do want some overlap, and I don't want to wait for the full punch audio to end before I can play another. The best solution I came up with was:

    I'm not a fan of this option, since I'll have a lot of sounds playing and will need a lot of these soundPlaying variables to keep track of. It's just not very clean.

    Is there an easier solution?

  • Thanks, that worked!

    My game has several functions, with some functions being called from others. So when using families, is the rule to ALWAYS use a for/each condition when calling a function that performs actions on the family members? Does this apply when calling functions from functions? Or should I try to minimize functions use entirely? I'm using functions to keep my eventsheet clean, but maybe I shouldn't?

  • I'm trying to understand how I can call functions for each member of a family that meets certain conditions.

    In this example, I want all members of the enemies family to move away from the player if they have LOS. Enemies to the right of the player are moved using a 'simulate' action. Enemies to the left of the player are moved using a 'simulate' action inside function.

    When I move player to the right, all instances of enemies that have LOS move to the right. Bet when I move to the left, only once instance moves.

    It seems that functions only apply to one family member at a time. How can I make it so that all enemies to my left move using my function?

    filehosting.org/file/details/943049/testProjv1.c3p

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pandabear7413

Member since 9 May, 2021

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